Sims 3

These are just three little jobs I needed for my own town Crumpleton. I needed a vicar for my church, a librarian, and someone to tend the bakery. I wanted to set it up so that if I sent another sim to the library (for example) that my librarian sim would actually be working on the lot. There are other ways to do this but I personally find this way to be most effective. They are not full careers with 10 levels, but work as ‘placeholders’ or mini-careers to assign certain roles to each sim. If used in conjunction with Ultimate Careers, you can set it up so that your sim will go to the correct lot when called to work. So if you visit the church with another household during work hours, your vicar will be there!

Each career has 2-3 levels, this is so that your sim can have days off and you can employ another sim on the alternate level to cover those shifts. So, for example, the second level of the librarian career is ‘archivist’ and the days of are Saturday and Sunday. You can hire a ‘trainee librarian’ if you want those days covered.

To set up the careers using the Ultimate Careers mod:

1. In live mode, have your sim join the career. All three careers are available by clicking on the City Hall.

2. Ensure custom careers are enabled by using the ‘Zerbu’ option on the City Hall rabbithole, and choosing ‘Ultimate Careers’ –> ‘Enable/Disable Careers’. ‘Custom Careers’ needs to say ‘enabled’.

3. Now you need to decide which lot you want your sim to work in (for the librarian you might choose the town’s ready-made library). Once you have chosen a workplace, make sure you have the right sim selected and click on the ground or walls of the lot to find the ‘Zerbu’ option. Choose ‘Lot assignment’ and then ‘Link [Sim’s] Career to Lot’. This tells the mod to send all sims in that career to that venue, instead of entering a rabbithole. Be careful not to link the career rabbithole to the lot, unless you want ALL the careers to use the same lot (for example, linking the City Hall to the lot will mean politicians would also be assigned to your venue).

4. Finally, you need to tell the mod which objects the sims should use to build their career performance. You do this by clicking on the City Hall and choosing the ‘Assign Career Type’ option under ‘Zerbu’ (you only need to do this step for custom careers). Each official career has a list of appropriate objects that a sim is pushed to use with the UC mod, for example, politicians will be pushed to use the podium. A full list of careers and their objects can be found here. You need to choose which official career uses appropriate objects for your custom career and assign the career type accordingly. So, for my vicar career I choose ‘politics’ because they both use the podium and sims are encouraged to read books. For the librarian career I choose business. For the baker career you could choose culinary or business.

Sims should be pushed to autonomously use appropriate objects, so if you visit your church with another sim you might find your vicar holding a ‘sermon’ at the ‘pulpit’ or reading a ‘sacred’ book (a little imagination is required).

A couple of disclaimers. Yes, my spelling is atrocious! So despite my best efforts there might be a mistake or two. *^.^* Also, I tried to make the ‘vicar’ role fairly generic, it is actually called the ‘faith’ career in game. Also, I used the term ‘The Watcher’ from the Sims Medieval religions. Since I made it for my English countryside world is does resemble the Christian faith, but I don’t claim to be an expert in such things so please don’t be upset by any errors.

These careers do assume some familiarity with the Ultimate Careers mod, and can be a bit tricky to set up. If you have any questions feel free to ask me here, or give me a poke on twitter (@Cinderellimouse).

Update! 21st Nov 2014: I added the ability to throw campaign fundraisers at level 3 of the faith career. Please re-download and remove the previous version.

Zerbu’s Ultimate Careers is recommended but not essential. I also recommend my tuning file for the UC mod, if you would like a bit more freedom without losing career performance. An example would be if you would like to have your vicar make house-calls during work hours.

Finally, I just wanted to post the link to MissyHissy’s Job Centre. If you would like more custom careers I highly recommend checking out her site! While mine are just ‘place-holders’, these are full careers with 10 levels, similar to what you find in the game.

Update 21st Nov 2014! I fixed the issue where sims would reset and get an error message when eating some of the ingredients. I added custom harvestables for the spinach, mint and elderflower, so these will now look slightly different from their original clones. Ingredients grown or bought with the old version may still be glitched, but new or replanted ones should be fine. Please re-download from the link below, and remove the older version of the mod. You must install both packages in the zip.

UPDATE 1ST NOV 2014! I removed a couple of unnecessary files from the mod which were causing script errors.

This is an extension to my nectar mod, if you are using that mod please remove the file and replace it with this one. There is also a small fix (thank you Susan).

I’ve been trying to work out how to add more harvestables to the game for a long time, and finally had a bit of a breakthrough! While I haven’t been able to add entirely new harvestables like the talented douglasveiga, I have worked out that I can clone references to existing ingredients and give them new text. For example, I edited the ‘ingredients’ file to add a new entry for ‘Mint’ that uses the object models for ‘Basil’ because the plants look similar. I also realised I could use a similar technique with recipes. So far, I have been unable to make the mod use cloned plants/foods with edited images, but I will continue to work on this.

I chose a Greek theme to this first set of new recipes and ingredients. The reason for this is that I am starting work on a Greek world and thought it would be a nice addition, sort of like how the World Adventures worlds have special plants and meals. Plus, I LOVE Greek food! =^.^=

The Feta and Lamb plants require the sim to complete the gardening challenge which unlock the ability to plant meat plants. I also added additional ‘missing’ base game Tofu plant while I was faffing. ^.^

All the new plants show up in the collection journal:

And the quality of the ingredients can be improved by gardening:

New Recipes:

* Tzatziki
* Moussaka
* Spanakopita
* Souvlaki
* Greek salad

All five recipes require three ingredients, at least one of which will be a new custom ingredient. They unlock automatically as your sim’s cooking skill improves. Tzatziki which is a snack and only had a resource for a single serving, but all other recipes have both single and group servings. I mixed and matched the existing resources to try and get the preparation of the meals as logical as possible, so the sim will use the oven to make moussaka, for example.

Sims can also ‘Shop by Recipe’ at the grocery store:

As this is an extension to the Nectar Uses All Harvestables mod (it edits the same game files) the new ingredients (Greek Honey, Elderflower, Olives, Mint and Spinach) can all be used to make nectar! I have not enabled the cheese and meat, but if anyone is interested in this just let me know and I’ll update the mod. >.^

I am personally very happy that I can make ‘Olive Oil’ and ‘Elderflower Wine’! My test sim, Florence Taylor from Monte Vista, now has a small olive grove and olive oil business.

Known Issues:

Fixed! There are a few hiccups that I haven’t been able to fix yet. Sometimes Greek Honey will revert to normal honey if in the inventory when the game is loaded. Olives and Greek Honey can be eaten straight from the inventory without issues (same with Lamb if the sim is a werewolf), however new ingredients based on herbs will reset the sim when ingested (existing herbs are fine). There is also an issue when adding new ingredients based on herbs to meals using the ‘add herb’ interaction which causes the sim to reset. Errortrap helped me track the issues with the new harvestables based on herbs to a missing resource. Herbs use a resource to load moodlets when ingested, I have found the files and have tried to add matching custom ones but have so far been unable to make the game recognise the new reference. I will keep working on this and update the mod when I figure it out. For me, I find these to be minor issues but as a temporary fix I have made a mod to stop sims autonomously eating ingredients straight out of the inventory, I recommend installing this too. Fixed!

I have tested the mod extensively (i.e I had so much fun testing it that I played with the new goodies more than I needed to) and those were the only issues I found. Please let me know if you find anything else.

And Twallan and Nraas Industries for the BootStrap Creator and the Careers tutorial that taught me so much!

This mod will conflict with any mod that edits the ingredients, recipes, and plants files.

Finally, this mod was built on my game with ALL the official plants installed (from expansions and store). Olives are based on the Pomelo tree from World Adventures, Greek Honey uses the honey from Supernatural as a base, and Spinach, Mint and Elderflower are based on Uni Life herbs. I have to be honest and say I don’t know what will happen if you do not have the required resources installed. I assume that the options just won’t show up ([edit 1st Nov 14] further research shows that you get script errors if you try to make a recipe without the appropriate content installed. Your sim will jump out of the interaction). O.o This mod is kind-of aimed at people like myself who are OBSESSED with new plants! XD

Gardening and nectar making are two of my favourite skills in The Sims 3. However, it’s always bugged me that we couldn’t use all harvestables. What if I want to make tomato juice or something with camomile? I’ve looked into modding this so many times but could never figure it out, until I had a bit of a EUREKA! moment this week when I stumbled by chance on the code! All non-base game plant can now be placed into the nectar machine to make a huge variety of new recipes! I also edited some of the code of each plant to determine the quality and price of the nectar it produces. Some examples of new nectar recipes: Honey and Lemon Spiced Apple Chamomile Lavender and Raspberry Although I edited the base game harvestables too, sadly they still cannot be placed into the nectar machine. However they DO get used in the randomly generated nectars available from the nectary register and storage racks. There are definitely some weird concoctions possible now! 6 year old onion nectar anyone? Mmmm…. 100% onion. I also tested this for compatibility with other mods. This works well with Ani’s ‘Drinks For Your Sims’ mod: my sims became very merry indeed while testing this mod for me. One got rather ill but I’m not sure if it was the mod or the kelp nectar. ^.^ It is also compatible with the ‘Nectar Glass Replacement’ mod by Icarus_Allsorts. Any nectar using a harvestable that has been assigned a colour with this mod will turn the correct colour, any harvestable that has not been assigned a colour will be clear. I have also checked the Baker’s Station and the Grandma’s Canning Station from the store to check they work as usual and they do. Although don’t be too surprised if your sims make carrot pancakes for breakfast. XD Just unzip the file and pop it in your mods/packages folder. Click here to download! Enjoy! =^.^=

IMPORTANT UPDATE! This mod has been updated to include new recipes here. Please only use EITHER this mod or my Greek ingredients mod.